Axiom LOTV Mod Tournament - Page 30
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[PkF] Wire
France24192 Posts
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KingofdaHipHop
United States25602 Posts
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FueledUpAndReadyToGo
Netherlands30545 Posts
I approve cheesing to not have to do the dishes | ||
The_Templar
your Country52797 Posts
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SC2Toastie
Netherlands5725 Posts
On January 12 2015 03:56 Tesarul wrote: Crank thought that the flying locusts would attack air, hence the late spire :p Impact* | ||
eTcetRa
Australia822 Posts
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royalroadweed
United States8300 Posts
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Big J
Austria16289 Posts
Like, 1year from now I want to read posts like: "back in the days when the ravagers was completely broken blizzard had to nerf X and now Y happened" | ||
Pontius Pirate
United States1557 Posts
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Nebuchad
Switzerland11786 Posts
On January 12 2015 03:56 The_Templar wrote: I wonder if mass air is going to remain as good as it is. I sort of liked having ground-based armies in HotS >.> Same thing happened at the start of HotS, everyone went for air PvZ cause it was metabroken for a while, then at some point it got figured out. After it was figured out, people didn't look for "another way to make air", they just went back to ground units. It's likely that we'll see something similar in LotV. | ||
[PkF] Wire
France24192 Posts
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FueledUpAndReadyToGo
Netherlands30545 Posts
Had a lot of fun watching this, the faster starts are great for viewing (don't know about the effect on gameplay). Gameplay level clearly wasn't very high but still fun. Thanks TB! Corruptor change is great fun, perhaps lower cast range and/or longer cooldown for the ground attack because seems a bit too effective Ravager is awesome, but basic attacks is too good, should not be a effective massable unit. No idea on lurkers Locust DPS is insane, might be balanced by spawning cooldown but looks very strong Herc's are fun but need a lot less hp or damage. Hercs to jump towards sentries to kill them or to collosus to distract them is cool and useful. Cyclones are interesting but really need damage and hp nerf (200? really) I don't understand free banshee cloak at all Tempests are terrible, way too good with no downside, the damage over time is too good, speed way too fast. Carriers are proper killers now New warpprism + disruptor is really strong, quite like widowmine drops that are harder to shut down No idea on immortals I wish they added a 'basic' protoss unit still, with worse warpgate and forcefields they need something to add to their armies imo All in all I think LotV will be really good IF they balance it correctly. David Kim pls ;x | ||
KeksX
Germany3634 Posts
On January 12 2015 04:00 Big J wrote: Can we please start a circlejerk now that Zerg is broken in LotV alpha and Terran terribly underpowered and then base all our balance/design discussions around that assumption? Like, 1year from now I want to read posts like: "back in the days when the ravagers was completely broken blizzard had to nerf X and now Y happened" Well you already started it so I guess you got your answer. | ||
[PkF] Wire
France24192 Posts
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Clubfan
Germany913 Posts
On January 12 2015 04:02 [PkF] Wire wrote: I missed most of the QFs, did we see any lurker ? Yes, some harass in the game between MMA and Impact on Whirlwind. They overall look pretty nice. | ||
[PkF] Wire
France24192 Posts
On January 12 2015 04:05 Clubfan wrote: Yes, some harass in the game between MMA and Impact on Whirlwind. They overall look pretty nice. Great. Thanks ! | ||
Darksoldierr
Hungary2012 Posts
On January 12 2015 04:02 [PkF] Wire wrote: I missed most of the QFs, did we see any lurker ? Ye, they destroyed MMM and SCVs repairing mech | ||
Rollora
2450 Posts
On January 12 2015 04:01 FueledUpAndReadyToGo wrote: My conclusion: Had a lot of fun watching this, the faster starts are great for viewing (don't know about the effect on gameplay). Gameplay level clearly wasn't very high but still fun. Thanks TB! Corruptor change is great fun, perhaps lower cast range and/or longer cooldown for the ground attack because seems a bit too effective Ravager is awesome, but basic attacks is too good, should not be a effective massable unit. No idea on lurkers Locust DPS is insane, might be balanced by spawning cooldown but looks very strong Herc's are fun but need a lot less hp or damage. Hercs to jump towards sentries to kill them or to collosus to distract them is cool and useful. Cyclones are interesting but really need damage and hp nerf (200? really) I don't understand free banshee cloak at all Tempests are terrible, way too good with no downside, the damage over time is too good, speed way too fast. Carriers are proper killers now New warpprism + disruptor is really strong, quite like widowmine drops that are harder to shut down No idea on immortals I wish they added a 'basic' protoss unit still, with worse warpgate and forcefields they need something to add to their armies imo All in all I think LotV will be really good IF they balance it correctly. David Kim pls ;x Yeah I agree, Protoss needs another warpgate unit, but I wish for that since WoL. I still don't like the design of the colossus but in exchange for that protoss would need a better ground unit. I don't like the corruptor change. A air vs air unit should stay exactly that. If it has too many abilities, it basicly makes other units useless. At least it shouldn't be that strong, it should be like... vikings in ground mode :D Ravager is way too strong atm Locust DPS was always crazy, that flying in stuff is just brutal, hope it gets changed. It may be balanced on higher levels, but below the 0.01% that are Korean GM, every player will hate them even more soon, way too big of an invitement to playing as a one trick pony on ladder. As for the protoss units, I am not sure about them yet: Carriers and tempests are strong, but Impact didn't seem to react the right way: maybe mass hydras+ vipers would have knocked Crank down. I really don't like the warp prism change. Requiring less skill to drop will also only increase the hatred towards the "EZ race" Also I don't like units that kill other stuff extremely fast, SC2 should be more about skills again, I always hate when battles are over in 2 secs when you weren't looking. So many times this has nothing to do with skill, but luck | ||
Krobolt
Canada42 Posts
THE GOOD The main thing I've noticed so far is the lack of deathballs. There seems to be a lot of army splitting and multitasking happening, which I like a lot. 200/200 seems really difficult to reach because of how aggressive you have to be to prevent your opponent from getting a big economic edge. Blizzard has absolutely succeeded in reducing downtime so far, which I really like. My favourite series of the day was MMA vs Impact. There was always something happening, and the fact that the players were unable to establish a large number of bases meant that it was fairly low-econ and low-supply as well. The positional Lurker play, constant drops, and multipronged harassment showed what is possible with LotV. THE BAD While there is a lot of good and potential for LotV, some of these games have really shown that Blizzard needs to take a hard look at a number of things. The biggest problem I had with the games was Protoss, mainly their tech tree and unit interactions. The biggest offender for me today was the Stargate tech path that was chosen by Crank for the majority of his games. When he opened with Oracle, it felt too gimmicky and narrow in scope. It would either go in and get a ton of worker kills, or there would be a unit defending and the Oracle would just die or be useless for the rest of the game. This is really boring to watch. They seem to be heading in the right direction with the Stasis Ward giving the Oracle more utility as the game goes on, however beyond that there's nothing interesting there. The second part of why I didn't like the Stargate play today was the Tempest. Again, it's just boring to watch as there are no interesting unit interactions. The unit lends itself to massing really well, so rather than encouraging many engagements around the map it just leads to the deathball style that Blizzard seems to want to avoid. The final point doesn't have anything to do with Stargate play, but instead with Gateway units. These games have made it pretty obvious that Protoss early game needs a change. Small groups of Marines and Marauders or Ravagers and Roaches are strong enough to be able to be split and sent around the map for harassment and smaller engagements, but for Protoss (beyond small Warp Prism drops) the problem of turtling to a deathball seemed to be exacerbated with the number of bases that need to be defended at once. I really hope Blizzard makes more changes to Protoss. Compared to Terran and Zerg so far, Protoss seem boring and passive. There needs to be less of a reliance on higher-tier glass cannons, and more of a reliance on strong T1 and T2 core units that Protoss can send around the map for multipronged aggression. | ||
Rollora
2450 Posts
On January 12 2015 04:29 Krobolt wrote: I really hope Blizzard makes more changes to Protoss. Compared to Terran and Zerg so far, Protoss seem boring and passive. There needs to be less of a reliance on higher-tier glass cannons, and more of a reliance on strong T1 and T2 core units that Protoss can send around the map for multipronged aggression. was always the problem for me when watching or playing protoss. | ||
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